Right then! Remember that these are NPCs good to have some better equipment so dole out cooler weapons from Hack #2!

Badass Tech Priest/other Mechanicus. This is an easy one–take an Archmage, remove time stop, give it a mechadendrite or two, a couple nice guns, 2-3 attacks a round, and a servo-arm. If you want some servoskulls you should probably check out the Tech-NPC post and work out some summaries of your own, but basically treat them as familiar homunculi with the construct type and no poison attack.

Mechadendrite. You can use your mechadendrite to directly interact with human-constructed machinery and while doing so have advantage on Intelligence (Technology) checks made with a device. In addition, you may use it to make melee weapon attacks (using your spell attack bonus) with a reach of 10 feet, dealing 1d8 + your Intelligence modifier bludgeoning damage on a successful hit.Servo-Arm. Your servo-arm can be used to pick up and hold objects but nothing that requires fine dexterity (such as typing on a dataslate or soldering a pair of goggles), treating its Strength score as 20. In addition, you may spend a bonus action to use it to make a melee weapon attack (using your spell attack bonus) against a creature within 5 feet, dealing 1d12 + 5 bludgeoning damage on a successful hit.

Action Surge (1/short rest). On the techmarine’s turn, he can take one additional action on top of his regular action and a possible bonus action.Autofire. As a bonus action, the techmarine can fire his bolt rifle with disadvantage.Powered Armor. The techmarine’s carrying weight doubles, he reduces all falling damage by 30, and he’s immune to all gas-based attacks (while the suit remains unbreached). In addition, he ignores the first 5 points of damage whenever he takes damage that isn’t psychic.Second Wind (1/short rest). On his turn, the techmarine can use a bonus action to regain 1d10+2 hit points.Servo-Arm. The techmarine can use his servo-arm to pick up and hold objects but nothing that requires fine dexterity (such as typing on a dataslate or soldering a pair of goggles), treating its Strength score as 20. In addition, he may spend a bonus action to use it to make a melee weapon attack with his servo-arm.Space Marine Organs. The techmarine ignores 1 point of damage whenever taking damage, can track and absorb memories by consuming genetic material, and has advantage on saving throws against disease and poison.Techno-Gadgets: The techmarine’s techno-gadgets weigh 1 pound per spell level. The AC of a techno-gadget is equal to his AC while it is on his person and each has 20 hit points. While not in the techmarine’s possession, his techno-gadgets have an AC equal to 10 + spell level. Other creatures are unable to understand how his techno-gadgets function and only the techmarine is able to use them.

Cortex Disassembler (1/long rest). The techmarine can cast fear or hypnotic pattern once without expending a spell slot.

Defribrilator (1/long rest). The techmarine can cast revivify once without expending a spell slot.

Spatial Prism (1/long rest). The techmarine can cast mirror image or see invisibility once without expending a spell slot.

Weaponized Technology (Recharge on short rest). The techmarine is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 12; +4 to hit with spell attacks). The techmarine can cast the following spells, though only when his technological weapons are on his person:

Action Surge (1/short rest). On the space marine’s turn, he can take one additional action on top of his regular action and a possible bonus action.Autofire. As a bonus action, the space marine can fire his bolt rifle with disadvantage.Magic Resistance. The librarian has advantage on saving throws against spells and other magical effects.Powered Armor. The space marine’s carrying weight doubles, he reduces all falling damage by 30, and he’s immune to all gas-based attacks (while the suit remains unbreached). In addition, he ignores the first 5 points of damage whenever he takes damage that isn’t psychic.Second Wind (1/short rest). On his turn, the space marine can use a bonus action to regain 1d10+2 hit points.Space Marine Organs. The librarian ignores 1 point of damage whenever taking damage, can track and absorb memories by consuming genetic material, and has advantage on saving throws against disease and poison.Spellcasting. The librarian is an 11th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). As long as he has any spell slots left the librarian increases his AC by 2 and can cast invisibility at will. He has the following spells prepared: